From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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@@ -322,8 +322,8 @@ How to cope with pivot points in 3ds (short version)
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Objects with pivot points have a position relative to their PP, so they have to undergo this transform:
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invert the mesh matrix, apply this matrix to the object. This puts the object back at the origin
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Transform the object by the nodes (nnegative) pivot point coords, this puts the PP at the origin
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Tranform the node by the node matrix, which does the orientation about the pivot point, (and currently) transforms the object back by a translation to the PP.
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Transform the object by the nodes (negative) pivot point coords, this puts the PP at the origin
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Transform the node by the node matrix, which does the orientation about the pivot point, (and currently) transforms the object back by a translation to the PP.
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*/
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osg::Node* ReaderWriter3DS::ReaderObject::processNode(StateSetMap drawStateMap,Lib3dsFile *f,Lib3dsNode *node) {
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@@ -786,13 +786,13 @@ osg::StateSet* ReaderWriter3DS::ReaderObject::createStateSet(Lib3dsMaterial *mat
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// so we'll override material back to white.
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// and no longer require the decal hack below...
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#if 0
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// Eric orignal fallback
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// Eric original fallback
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osg::Vec4 white(1.0f,1.0f,1.0f,alpha);
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material->setAmbient(osg::Material::FRONT_AND_BACK,white);
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material->setDiffuse(osg::Material::FRONT_AND_BACK,white);
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material->setSpecular(osg::Material::FRONT_AND_BACK,white);
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#else
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// try alternative to avoid staturating with white
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// try alternative to avoid saturating with white
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// setting white as per OpenGL defaults.
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material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.2f,0.2f,0.2f,alpha));
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material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.8f,0.8f,0.8f,alpha));
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